284At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and your flying speed increases by 30 feet, for each slot level above 3rd.Flash1st-level evocationCasting Time: 1 reaction, which you take when a creature within 10 feet of you that you can see targets you with an attackRange: 10 feetComponents: S, M (a bead of magnesium)Duration: InstantaneousClass: Bard, Bender (fire), Cleric, Druid, Paladin, Sorcerer, Tamer, WizardYou exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.Flashbang3rd-level evocationCasting Time: 1 actionRange: 60 feet (10-foot-radius sphere)Components: V, S, M (a handful of metal powder)Duration: InstantaneousClass: Bard, Bender (air), Ranger, Sorcerer, Warlock, WizardYou throw a tiny spark at a point within range where it erupts with a bright flash and thunderous bang which can be heard 600 feet away. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is blinded and deafened for 1 minute. On a success, a creature takes half as much damage and isn’t blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.Feverskin5th-level biomancy* (*can be replaced with evocation)Casting Time: 1 actionRange: SelfComponents: V, S, M (a red hot chilli pepper, which the spell consumes)Duration: Concentration, up to 1 minuteClass: Bender (fire), Cleric, Druid, Sorcerer, Tamer, Warlock, WizardYou eat a chilli pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attackagainst a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.For the duration, your walking speed increases by 15 feet, and you gain 2d6 temporary hit points at the start of each of your turns.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.Flaming Tiger Leap3rd-level transmutationCasting Time: 1 actionRange: Self (15-foot-radius, 5-foot-high cylinder)Components: V, SDuration: InstantaneousClass: Bender (fire), Druid, Ranger, Sorcerer, WizardYou erupt from the ground like a firework of the College of Hanabi, but thankfully without exploding at your apex.Each creature within a 15-foot-radius, 5-foot-high cylinder centred on you must make a Dexterity saving throw.A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. Until the end of your turn, you gain a flying speed of 120 feet, and your movement doesn’t provoke opportunity attacks.Rastislav Le
285Chapter 13 | Spellsheavily obscures the area, spreads around corners, is unaffected by wind, and thrums with illusions.A creature that starts its turn in the area or enters the area for the first time on its turn must make an Intelligence saving throw. On a failure, the creature takes 5d8 psychic damage and becomes frightened of the illusions, which surround it. On a success, a creature takes half as much damage and isn’t frightened by the illusions. A creature that makes an attack against these illusions (AC equals your spell save DC) and hits can repeat the saving throw, ending the frightened condition on itself on a success and automatically succeeding on saves against the spell for the duration.The frightening effect ends for an affected creature if it leaves the area.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8, and the area of the fog increases by 20 feet, for each slot level above 5th.Incendiary StrikeEvocation cantripCasting Time: 1 actionRange: SelfComponents: V, SDuration: InstantaneousClass: Bender (fire), DruidFlame envelopes your strike, surging through you and into a target. Make an unarmed strike or a melee attack with a weapon you're holding against one creature within 5 feet of you. On a hit, the target suffers the attack’s normal effects, and it takes an extra 1d6 fire damage.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8, and the radius increases by 5 feet, for each slot level above 3rd.Ice Moon1st-level conjurationCasting Time: 1 actionRange: Self (30-foot line)Components: V, S, M (a snowflake)Duration: InstantaneousClass: Bender (water), Druid, Sorcerer, Warlock, WizardYou form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-footlong line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.Iminada’s Umigiri5th-level illusionCasting Time: 1 actionRange: 120 feetComponents: S, M (a piece of whalebone)Duration: Concentration, up to 1 minuteClass: Bard, Bender (air, water), Cleric, Warlock, WizardYou create a 60-foot cube of swirling, green fog centred on a point within range that lasts for the duration. The fog Rastislav Le
286You create a barrier of tempestuous necrotic energy that spirals around you for the duration. Your current hit points and hit point maximum are reduced by an amount equal to the spell’s level at the start of each of your turns. When this spell ends, your hit point maximum returns to normal.If a creature hits you with a melee attack roll, that creature takes 2d8 necrotic damage. In addition, you are immune to being frightened, and you have advantage on Intimidation (Charisma) checks. You can dismiss this spell as an action.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Lion’s Roar4th-level conjurationCasting Time: 1 actionRange: SelfComponents: V, S, M (some burnt hair)Duration: Concentration, up to 1 minuteClass: Bender (fire), Druid, Ranger, Sorcerer, WizardYou conjure a roaring lion’s head made of writhing flame that moves with you, wielding it like an extension of your body for the duration. When you conjure the lion and as a bonus action on your subsequent turns, you can cause one of the following effects with it.• Fiery Maw. The lion bites a creature or object within 30 feet of you. Make a melee spell attack against the target. On a hit, it takes 4d6 fire damage.• Flaming Mane. The lion’s head encases your own until the start of your next turn. When a creature within 10 feet of you hits you with a melee attack, the lion bites the attacker, dealing 3d6 fire damage to it.When you reach 5th level, the attack deals an extra 1d6 fire damage (2d6) to the target on a hit, and the reach of the attack increases by 5 feet (10 feet). The fire damage and range increase by 1d6 and 5 feet again at 11th level (3d6and 15 feet) and 17th level (4d6 and 20 feet).Inner Flame1st-level abjurationCasting Time: 1 bonus actionRange: SelfComponents: VDuration: InstantaneousClass: Bender (fire), Cleric, Druid, Paladin, Ranger, Tamer, WarlockYour body becomes wreathed in flame. Creatures you are touching must succeed on a Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature you are grappling, or are grappled by, automatically fails this saving throw. If you are grappled by a creature that fails this saving throw, the creature releases you and the grapple ends.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Lifesap Aura2nd-level necromancyCasting Time: 1 actionRange: SelfComponents: V, SDuration: 1 minuteClass: Cleric, Druid, PaladinRastislav Le
287Chapter 13 | Spellsmove. You can command it to use its reaction to move with you as you move, in which case it makes every effort to stay within the aura. A creature that leaves the aura ceases to be charmed at the start of its next turn. The effect ends early for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.A creature that ceases to be charmed by this spell knows that it was charmed by you and has advantage on saving throws against this spell for the next 24 hours.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the aura increases by 5 feet for each slot level above 5th.Mireball3rd-level conjurationCasting Time: 1 actionRange: 150 feet (15-foot-radius sphere)Components: V, S, M (a tiny ball of guano and mud)Duration: 1 minuteClass: Bard, Bender (earth), Druid, Sorcerer, WarlockA blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone.In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy • Roar of the Pride. The flames roar. Each creature of your choice within 20 feet of you must succeed on a Wisdom saving throw or be frightened of you until the spell ends. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this effect until the spell ends.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the Fiery Maw and Flaming Mane options each increase by 1d6 for each slot level above 4th.Magatsuchi’s Lantern5th-level illusionCasting Time: 1 actionRange: SelfComponents: S, M (a piece of spirit lantern amber)Duration: Concentration, up to 10 minutesClass: Bard, Bender (fire), Druid, Paladin, Ranger, WarlockA warm, ethereal light in the shape of a kodama’s spirit lantern surrounds you for the duration, creating dim light in enrapturing patterns in an aura with a 10-foot radius. Until the spell ends, the aura moves with you, centred on you.When you create the aura, you can designate any number of creatures to be unaffected by it.A creature that starts its turn in the area, or that enters the aura’s area for the first time on its turn, must succeed on a Wisdom saving throw or be charmed by you. The charmed creature is incapacitated and moves only if you verbally or gesturally command it to use its reaction to Rastislav Le
288As a bonus action on your turn, you can move the mirror up to 20 feet.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance at which the mirror can intercept a missile increases by 5 feet, and the distance you can move the mirror as a bonus action on your turn increases by 10 feet, for each slot level above 2nd.Nomi’s Adamantine Carapace5th-level biomancy* (*can be replaced with transmutation)Casting Time: 1 actionRange: TouchComponents: V, S, M (a hunk of adamantine worth at least 300 gp)Duration: Concentration, up to 1 hourClass: Bard, Bender (earth), Cleric, Druid, Paladin, Ranger, TamerYou touch a willing creature, causing blue-green veins of adamantine to thread through its skin, making it tougher than steel and as flexible as silk. For the duration, the target has resistance to acid, bludgeoning, piercing, and slashing damage, and its base AC is 20 (a shield’s benefits apply as normal).At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base AC increases by 1 for each slot level above 5th.area on its turn, it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.Mirror of Reflection2nd-level conjurationCasting Time: 1 bonus actionRange: 60 feetComponents: V, S, M (a shard of reflective glass)Duration: 10 minutesClass: Bard, Bender (water), Cleric, Druid, Ranger, TamerYou create a floating sheet of curved, reflective ice within range that lasts for the duration or until you cast this spell again. When a creature you can see makes a ranged attack with a piece of ammunition or other physical missile that passes through a space within 10 feet of the mirror, you can use your reaction to move the mirror to intercept the missile. Make a ranged spell attack. If the result of your attack roll is higher than the missile’s attack roll, the missile is redirected back at the attacking creature, using your ranged attack roll to determine whether it hits or misses.Rastislav Le
289Chapter 13 | SpellsYou trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour.Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Raiko’s Rending Rage5th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, S, M (a piece of fulgurite)Duration: InstantaneousClass: Bender (air, fire), Ranger, WizardYou imbue yourself with the swift rage of a tempest, turning your movement into a storm of thunder and lightning.Until the end of the turn, you gain 40 feet of additional movement, your movement doesn’t provoke opportunity attacks, and you can make up to four melee weapon attacks (no action required), though each must be against a different target. On a hit, these attacks deal an extra 2d8lightning damage.At the end of the turn, a thunderous boom follows in your wake that can be heard 2,500 feet away. Each creature Pins & NeedlesBiomancy* cantrip (*can be replaced with evocation)Casting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousClass: Bender (water), Druid, Sorcerer, Warlock, WizardYou momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Protection2nd-level abjuration Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a miniature silver shield worth 10 gp, which the spell consumes)Duration: Concentration, up to 1 hourClass: Bard, Bender (earth), Cleric, Druid, Paladin, Ranger, Rastislav LeTamer
290At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time of the spell changes to \"1 reaction, which you take when a creature within a certain range of you takes lightning damage\".This range is 10 feet at 3rd level, and increases by 10 feet for each slot level above 3rd. When you redirect lightning away from a target other than yourself, that creature gains resistance or immunity to lightning damage (on a failure or success, respectively) instead of you.ReinforceTransmutation cantripCasting Time: 1 actionRange: TouchComponents: V, S, M (a spherical pebble)Duration: InstantaneousClass: Bender (earth), Cleric, Druid, TamerYou place your hand on one Large or smaller creature, imbuing it with the resilience and fortitude of stone. That target gains 4 temporary hit points. These temporary hit points disappear if you cast the spell again.The temporary hit points granted by this spell increase by 3 when you reach 5th level (7), 11th level (10), and 17th level (13).you attacked with this spell must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning and thunder damage each increase by 1d8 for each slot level above 5th.Redirect Lightning2nd-level abjurationCasting Time: 1 reaction, which you take when you take lightning damageRange: SelfComponents: SDuration: InstantaneousClass: Bender (air, fire), Druid, Ranger, Sorcerer, WizardYou attempt to capture and redirect lightning. Make an Arcana check using your spellcasting ability, with a DC equal to half the lightning damage taken. On a failure, you gain resistance to lightning damage until the end of the turn, including against the triggering damage. On a success, you gain immunity to lightning damage until the end of the turn, including against the triggering damage. In addition, if the source of the damage was a spell, the spell’s area stops at you if it is a line, and you can reflect the spell back at the source as though it originated from you, using your spell save DC or spell attack modifier, turning the caster into the target.Rastislav Le
291Chapter 13 | SpellsChoose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feetuntil the start of its next turn. On a success, the creature can move normally until the start of its next turn.As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range or is no longer in water at least 2 feet deep.Rock Tomb4th-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a pebble)Duration: Concentration, up to 1 minuteClass: Bard, Bender (earth), DruidYou conjure a tomb of earth, attempting to encase a Large or smaller creature you can see within range inside of it, which occupies the same space as the creature until the spell ends. If the target is unwilling, it can make a Dexterity saving throw. On a success, it avoids being encased and is pushed to an unoccupied space within 5 feet of the tomb.The tomb provides total cover for targets on the other side of it, and any creature encased within is blinded and restrained. The tomb is an object with AC 16, 50 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. Reducing the tomb to 0 hit points destroys it and ends the spell.Repulsing Palm1st-level evocationCasting Time: 1 actionRange: SelfComponents: SDuration: InstantaneousClass: Bard, Bender (air), Cleric, Paladin, Ranger, WizardYou empower yourself with the unimpedable motion of a tectonic plate. Make an unarmed strike or melee attack with a weapon you’re holding against one creature within your reach. On a hit, the target suffers the attack’s normal effects, and if the target is Large or smaller, you can choose to push it up to 30 feet directly away from you.If the target collides with an object or creature, it stops moving, falls prone, and takes 2d8 bludgeoning damage.If it collides with an object, the object takes 2d8 bludgeoning damage. If it collides with a creature, that creature must make a Dexterity saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not falling prone on a successful one.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage upon collision increases by 1d8 for each slot level above 1st.Riptide2nd-level transmutationCasting Time: 1 actionRange: 300 feetComponents: V, SDuration: Concentration, up to 1 minuteClass: Bender (water), Druid, Sorcerer, Warlock, Wizard Rastislav Le
292minutes (allowing you to observe 48 hours during your 24 hour trance). At 5th level, this is 1 year and 3 minutes; 6th level, 10 years and 4 minutes; 7th level, 100 years and 5 minutes; 8th level, 1,000 years and 6 minutes; 9th level, 10,000 years and 7 minutes.See Future Death1st-level divinationCasting Time: 1 actionRange: SelfComponents: S, M (a piece of broken mirror)Duration: 1 minuteClass: Bard, Cleric, Druid, Sorcerer, WizardYou peer into the divergent potentials of the future, your attention drawn to moments of your own harm. For the duration, any critical hits you suffer become normal hits, and opportunity attacks against you have disadvantage. In addition, when an attacker hits you with an attack or you fail a Strength or Dexterity saving throw, you can use your reaction to roll 2d4 and add the result to your AC against that attack or to the result of the saving throw, potentially turning a hit into a miss or a failure into a success. Once you have used this reaction, the spell ends early.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 10 minutes (3rd level), 1 hour (5th level), 8 hours (7th level), or 24 hours (9th level). When you cast this spell using a spell slot of 2nd level or higher, the number of times you can use the reaction before the spell ends early for you increases by 1 for each slot level above 1st.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the AC of the tomb increases by 1, and its hit points increase by 10, for each slot level above 4th. In addition, when you use a spell slot of 6th level or higher, it can target a Huge creature, and when you use a spell slot of 8th or 9th level, it can target a Gargantuan creature.Ryoko’s Revelation3rd-level divinationCasting Time: 1 minuteRange: TouchComponents: V, S, M (an object)Duration: Concentration, up to 24 hoursClass: Bard, Bender (water), Cleric, WizardYou touch an object and enter a trance, choosing a point within the past week in which to begin your observation.You observe everything to have occurred within 60 feet of the object as if you were there, for as long as you stay in the trance. Ability checks you make while in your trance, such as Perception or Investigation checks to observe or discern information, use your spellcasting ability instead of any other ability. During your trance, you are deaf and blind with regard to your own senses. Objects and creatures hidden from divination magic appear as silent voids in this recollection.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can observe further back in time, and time travels faster within your trance. At 4th level, you can look as far back as 1 month, and each minute you spend in your trance allows you to observe 2 Rastislav Le
293Chapter 13 | Spellsturn within 5 feet of you or enters a space within 5 feet of you for the first time on its turn takes 3d8 slashing damage.When you cast this spell, and as an action on subsequent turns, you can cause slate to fire out from you in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 slashing damage on a failure, or half as much damage on a success.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.SmokescreenConjuration cantripCasting Time: 1 actionRange: Self (5-foot-diameter, 10-foot-high cylinder)Components: V, S, M (a puffball mushroom)Duration: Concentration, up to 1 roundClass: Bard, Bender (air), Druid, Sorcerer, Tamer, WizardYou spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet; at 11th level this increases to 25 feet; and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.Shielding Word2nd-level abjurationCasting Time: 1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throwRange: 30 feetComponents: VDuration: 1 roundClass: Bard, Bender (earth), Cleric, Paladin, Sorcerer, TamerWith a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.Slatestorm4th-level conjurationCasting Time: 1 actionRange: SelfComponents: V, M (a thin piece of slate)Duration: Concentration, up to 1 minuteClass: Bender (earth), Druid, Ranger, WizardRazor-sharp shards of slate flit about you in a lacerating whirlwind until the spell ends. Each creature that starts its Rastislav Le
294Soften DescentTransmutation cantripCasting Time: 1 reaction, which you take when you are about to hit a surface after fallingRange: SelfComponents: SDuration: InstantaneousClass: Bard, Bender (air), Druid, Sorcerer, Tamer, WizardWith a gesture, you cause an updraft in the air, slowing your descent. You ignore the first 30 feet when calculating falling damage.This spell ignores an additional 30 feet of falling damage when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).Snakebite2nd-level conjurationCasting Time: 1 actionRange: SelfComponents: V, S, M (some sand)Duration: Concentration, up to 1 minuteClass: Bender (earth), Druid, Ranger, Sorcerer, WizardYou conjure a sinuous, fanged snake of shifting dirt and sliding sand that moves with you, wielding it like an extension of your body for the duration. When you conjure the snake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:• Earthroot. The snake coils around you or a willing creature of your choice within 30 feet of you as a fortification of earth. Until the start of your next turn, the affected creature automatically succeeds on ability checks and saving throws to avoid being moved against its will or knocked prone.• Tetanus Tooth. The snake turns into a long, jagged tooth, stabbing at a creature within 20 feet of you.Make a melee spell attack against the target. On a hit, it takes 1d6 piercing damage and 1d6 poison damage, and it must succeed on a Constitution saving throwor be poisoned until the end of your next turn.• Sandstorm. The snake disintegrates into a cloud of fine particles, surging towards a creature within 30 feet of you. The target must succeed on a Constitution saving throw or be blinded until the start of your next turn.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage from the Tetanus Tooth option increases by 1d6 for each slot level above 2nd.Rastislav Le
295Chapter 13 | Spellsof each of the target’s turns it gains 2d6 temporary hit points.When the spell ends, the target loses any remaining temporary hit points granted by this spell.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d6 for each slot level above 4th.Sundering Sky4th-level evocationCasting Time: 1 actionRange: SelfComponents: V, SDuration: InstantaneousClass: Bender (air), Druid, Sorcerer, Warlock, WizardWith a flourish and a rush of air, you leap up to 60 feet to an unoccupied space you can see, landing with a thunderous boom that can be heard 600 feet away. Each creature within 10 feet of the space from which you jumped must make a Strength saving throw or be pushed 10 feet away from that space and knocked prone. Each creature within 20 feet of where you land must make a Dexterity saving throw, taking 5d10 thunder damage on a failure, or half as much damage on a success.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the distance you can leap increases by 30 feet, and the damage increases by 1d10, for each slot level above 4th.SparkEvocation cantripCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousClass: Bender (fire), Sorcerer, Warlock, WizardA spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.Steelskin4th-level biomancy* (*can be replaced with transmutation)Casting Time: 1 actionRange: TouchComponents: V, S, M (a steel figurine)Duration: 10 minutesClass: Bender (earth), Druid, Ranger, Sorcerer, Tamer, WizardYou reinforce a willing creature’s skin with the tenacity and strength of steel. For the spell’s duration, the target's base Rastislav LeAC is 19 (a shield's benefits apply as normal), and, at the start
296The Bends3rd-level biomancy* (*can be replaced with transmutation)Casting Time: 1 actionRange: 90 feetComponents: V, SDuration: InstantaneousClass: Bender (water), Druid, Sorcerer, Warlock, WizardYou assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw.On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s.The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Switcheroo3rd-level transmutationCasting Time: 1 actionRange: 90 feetComponents: V, SDuration: InstantaneousClass: Bard, Bender (air), Cleric, Sorcerer, Tamer, Warlock, WizardYou attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.The spell fails if there is not enough space to accommodate either of the teleporting creatures. A willing creature can choose to fail the saving throw.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.Tempestuous Transformation4th-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesClass: Bender (air), Druid, SorcererYou endow yourself with the shapeless fluidity of the wind.Until the spell ends, you can’t cast spells, and you gain the following benefits:• You have a flying speed of 40 feet.• You can move through gaps as small as 1 inch wide without squeezing, and your movement doesn’t provoke opportunity attacks.• You have resistance to bludgeoning, lightning, piercing, slashing, and thunder damage.• When you cast the spell and as a bonus action on your subsequent turns for the duration, you can force one creature you can see within 30 feet of you to make a Dexterity saving throw, as a stormy blast extends from you toward it. The target takes 2d8 lightning damage and 2d8 thunder damage on a failed save, or half as much damage on a successful one.When this spell ends, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.Rastislav Le
297Chapter 13 | Spellsture is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards a point on the surface of the source of water on a failure.The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).Water Wyrm3rd-level conjurationCasting Time: 1 actionRange: SelfComponents: V, S, M (a dried tadpole)Duration: Concentration, up to 1 minuteClass: Bender (water), Druid, Ranger, Sorcerer, WizardYou conjure a thrashing wyrm of frothing water that moves with you, wielding it as an extension of your body for the duration. When you conjure the wyrm and as a bonus action on your subsequent turns, you can cause one of the following effects with it:• Ice Fang. The wyrm grows frozen fangs—jagged icicles that it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.• Engulf. The wyrm leaves your side, surging toward a Large of smaller creature within 40 feet of you and attempting to engulf it in a torrent of water. The target must succeed on a Strength saving throw or be Wanyūdō’s Fury2nd-level evocationCasting Time: 1 actionRange: SelfComponents: SDuration: InstantaneousClass: Bender (fire), Ranger, SorcererWith a series of looping cartwheels and magic-enhanced flips, you move up to 30 feet in a straight line, your hands and feet spewing jets of flame. This movement does not provoke opportunity attacks. When you move within 5 feetof a creature, that creature must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on successful one. A creature can only be forced to make this saving throw once on each turn.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet, and the damage increases by 1d6, for each slot level above 2nd.Water WhipTransmutation cantripCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousClass: Bender (water), Druid, Sorcerer, WizardChoose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attackagainst a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creaRastislav Le
298If the wall cuts through a creature’s space when it appears, or a creature enters the wall’s space, the creature takes 3d10 bludgeoning damage and must make a Strength saving throw. A Huge or larger creature automatically succeeds on this saving throw. On a failure, the creature ceases to be grappled if it is grappled and becomes entrained by the water. An entrained creature can’t breathe and has a speed of 0 feet.An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds is pushed 5 feet out of the wall, exiting prone. A creature that starts its turn in the wall takes 3d10 bludgeoning damage as it is battered by the turbulent flow and debris.White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10 slashing damage and, if it is Large or smaller, be pulled into the wall where it becomes entrained by it.At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw and can be pulled by White Water Whip increases by one for each two slot levels above 5th (to Gargantuan at 7th level and all creatures at 9th level).restrained. While restraining a creature in this way, the only effect you can use with the wyrm is Ice Fang, targeting the restrained creature regardless of range. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.• Weird Water. The wyrm assumes a defensive formation around you. Until the start of your next turn, ranged attacks that hit you have their damage reduced by 1d6plus your spellcasting ability modifier.At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the Ice Fang option and the damage reduction of the Weird Water option increase by 1d6 for each slot level above 3rd.White Water Wall5th-level conjurationCasting Time: 1 actionRange: 120 feetComponents: V, S, M (a perfectly round pebble)Duration: Concentration, up to 1 minuteClass: Bender (water), Druid, Sorcerer, WizardYou create a wall of raging, turbulent water filled with debris, which lasts for the duration. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or make a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque, and ranged attacks can’t pass through it.Rastislav Le
299Chapter 13 | SpellsAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Thunder Strike option increases by 1d6, and the Windstrider option’s bonus to your speed increases by 10 feet, for each slot level above 1st.Wind Strike2nd-level transmutationCasting Time: 1 actionRange: SelfComponents: SDuration: InstantaneousClass: Bender (air), Paladin, Ranger, WizardWith a blast of air, you leap up to 30 feet before making one unarmed strike or melee attack with a weapon you are holding. You can make two attacks if you have the Extra Attack class feature. On a hit, each attack deals an extra 1d8thunder damage.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can leap increases by 15 feet, and each attack deals an extra 1d8 thunder damage on a hit, for each slot level above 2nd.Wind Drake1st-level conjurationCasting Time: 1 actionRange: SelfComponents: V, S, M (a dandelion seedhead)Duration: Concentration, up to 1 minuteClass: Bender (air), Druid, Ranger, Sorcerer, WizardYou conjure a tempestuous drake of spiralling wind that moves with you, wielding it as an extension of your body for the duration. When you conjure the drake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:• Thunder Strike. The drake slams into a creature or object within 20 feet of you with a deafening boom.Make a melee spell attack against the target. On a hit, the target takes 1d6 thunder damage.• Vortex Grapple. The drake billows towards a Large or smaller creature within 20 feet of you, attempting to encase it in a vortex of air. The target must succeed on a Dexterity saving throw or be restrained for the duration, or until you use another effect of the wind drake. A target can use an action to make a Strength or Dexterity check against your spell save DC, escaping the drake on a success and ending the spell.• Windstrider. The drake forms a whirling eddy at your feet, increasing your speed by 10 feet and preventing your movement from provoking opportunity attacks.This effect lasts until the start of your next turn. Rastislav Le
374AppendicesGlossaryRyoko's Guide sets out to draw from East Asian folktales and lore. Many names in Ryoko's Guide, from magic items to creatures and NPCs, find their roots in Japanese, whose characters are derived from Chinese ideograms.The following glossary has three goals: to provide anglicised pronunciation, to provide Japanese pronunciation, and to delve into the meanings behind the chosen kanji.In both anglicised and Japanese pronunciation, the Latin alphabet is used and capitalisation indicates that a syllable is stressed. In Latin-derived languages (like English), words typically have a single stress, while in Japanese, several syllables can be equally stressed. For this reason, we've provided two ways of pronouncing each word; with a singly-stressed syllable, and with more authentic pitch-accented, multiple-stressed syllables. In some cases, such as the Godspeaker Kimono, the English and Japanese names diverge to allow for a more descriptive anglicised name. You are welcome to use whichever names or pronunciations work for your table.DiacriticsEnglish does not possess many of the sounds found in Japanese pronunciation, and the best we can hope to achieve in this glossary is a loose approximation. When writing Japanese words in the Latin alphabet, use of diacritics (the little lines that go over or under words) can help guide pronunciation, but explaining the sound using English words is almost impossible, as there is little similarity in the sound of some vowels between the languages.Ō and Ū. The use of the macron, a horizontal line over a vowel ('ō' and 'ū'), indicates that the pronunciation is a long one. For 'ō', this is somewhere between an 'aw' sound (like 'maw', or 'long') and a long 'oh' sound (as in 'most', or 'crow'). Without the macron, 'o' is pronounced like 'host', 'crow', or 'foe'. A 'u' with a macron ('ū'), has a sound between 'ew' (as in 'feud', 'threw', or 'fugue') and 'uh' (as in 'shrub' or 'cup'). Without the macron, this is pronounced as a long 'oo' (as in 'soon', 'prune', or 'food'). Most PDF readers ignore diacritics in search functions, so you should have just as much success searching 'raiju' as 'raijū'.Intentional Omission. The words kaiju, Ryoko, and yokai could have diacritics to aid with pronunciation ('kaijū', 'Ryōko', and 'yōkai', respectively). To reduce confusion and aid with finding the books online (where diacritics can matter), those words have been spelled without diacritics.Common TermsBonsai (盆栽)Bonsai – [BON-sy]盆栽 – [BON-sy]From 盆 (“tray”) and 栽 (“to plant”, “garden”, or “shrubbery”). It’s a living art of cutting out and growing the miniscule version of a natural scenery on a tray-shaped pot.Hanabi (花火)Hanabi – [HAH-nah-bee]花火 – [HAH-NAH-bee]From 花 (“flower”) and 火 (“fire”). Together, it means “fireworks.”Kaiju (怪獣)Kaijū – [ky-JYEW]怪獣 – [ky-JYEW]From 怪 (“dubious”, “suspicious”, “strange”, “secret”, or “wonder”), which shares a kanji character with “yōkai”.In general, they are the calamitous beings that cause great harm to people. 怪獣 (Kaijū) originally referred to any strange beast, animal, or monster until the rise of large monsters in popular media like Godzilla, though they are often called 大怪獣 (Daikaijū, meaning “large monster”).Kanabō (金棒)Kanabō – [kah-NAH-baw]金棒 – [KAH-NAH-baw]From 金 (“metal” in this context) and 棒 (“club” or “cudgel” in this context). 鉄棒 (Iron Club) is also used to refer to the same weapon and is read the same way. The kanabō is often thought of as the oni’s favourite weapon.Katana (刀)Katana – [kah-TAH-nah]刀 – [kah-TAH-NAH]刀 means “sword”, but specifically a type of middle-sized, single-edged sword that became more popular after the relatively peaceful Edo period when large-scale armoured and horseback warfare became less common. Before the Edo period, they were used mainly for finishing off opponents or fighting them in ground-based close combat.Kintsugi (金継ぎ)Kintsugi – [KIN-tsoo-gee]金継ぎ – [KIN-tsoo-GEE]From 金 (“metal”, or “gold” in this context) and 継ぎ (“to patch”). Together, the term refers to the art of patching up broken pottery using gold. It was originally called 金繕(Kintsukuroi, meaning to patch or fix with gold).
375Appendices | GlossaryKusarigama (鎖鎌)Kusarigama – [kuh-sah-RIH GAH-mah]鎖鎌 – [KUH-sah-RIH GAH-mah]From 鎖 (“chain”) and 鎌 (“sickle”). The kusarigama is a tricky weapon often used by ninja and martial adepts, good for use in both mid-range combat (by throwing the weight attached to the chain or grappling enemies and/or their weapon) and close-quarters combat (by sickle).Nunchaku (ヌンチャク)Nunchaku – [NOON-chah-koo]ヌンチャク – [NOON-chah-koo]ヌンチャク (Nunchaku) is a weapon used in ancient Ryukyu/Okinawan martial arts, made popular by Bruce Lee. It is also known as 両接棍 (Ryosetsukon, meaning “double jointed rods”) or 双接棍 (Sosetsukon, meaning “twin jointed rods”), derived from their Chinese names.Ōdzutsu (大筒)Ōdzutsu – [AW-zoo-tsoo]大筒 – [AW-zoo-tsoo]From 大 (“big”) and 筒 (“tube” or “cylinder”). Together, it refers to a big cylindrical weapon, as in a cannon. Most ōdzutsu were used as portable hand cannon weapons rather than the large cannons seen on ships. They were forged from iron.Rōnin (浪人)Rōnin – [RAW-nin]浪人 – [RAW-nin]From 浪 (“wave” or “undulation”) and 人 (“person” in this context). Together, it refers to a vagrant without a master. In modern contexts, it also refers to those who are out of work or have failed to get into a school. Rōnin are often romanticised as wandering vigilantes in period stories.Sai (釵)Sai – [SEYE]釵 – [SEYE]Like the tonfa, 釵 (Sai) refers to a weapon used in ancient Ryukyu/Okinawan martial arts, though “sai'' was in use already in other Asian countries like India, Thailand, China, Vietnam, Malaysia, and Indonesia before its introduction to Okinawa. The kanji character 釵 originally meant “Kanzashi hair ornament”, but later came to mean the weapon because of their similar shapes.Samurai (侍)Samurai – [sah-MOO-reye]侍 – [sah-MOO-reye]侍 also means “warrior”, or sometimes “retainer”. Samurai came to refer to the warrior class that rose in power to rule Japan. They started as a servant class to nobles that specialised in militant arts. Old powerful samurai families are related to emperors and were once noble.Sensei (先生)Sensei – [SEN-say]先生 – [SEN-say]From 先 (“prior” in this context) and 生 (“born” in this context). This word is used to honour elders, those born before, and those with higher status, and it is commonly used to refer to a teacher. It also refers to doctors, attorneys, and politicians.Shinigami (死神)Shinigami – [shih-nee-GAH-mee]死神 – [shih-NEE-GAH-MEE]From 死 (“death”) and 神 (“god”). Shinigami are basically the concept of the grim reaper adapted to Japanese culture.Before World War II, Japan had no concept of Death with a personality, and figures like Enma (the judge of Hell in Buddhism) and his underlings, as well as the goddess Izanami (the mother of gods and lands who was the first to ever die), were thought of as 死神 — the God of Death.Shinobi (忍)Shinobi – [shee-NOH-bee]忍 – [shee-NOH-bee]From 忍 (“to hide” or “to endure”). Shinobi is another term for ninja, often depicted in stories as using strange and special tricks.Shuriken (手裏剣)Shuriken – [SHOO-ree-ken]手裏剣 – [SHOO-ree-ken]From 手 (“hand”), 裏 (“reverse side”), and 剣 (“sword” but specifically a double-edged kind). These thrown weapons, often called ninja stars, are mainly thought of as the ninja’s main weapon, but samurai and martial artists used them too. They had many different shapes, most common and oldest of them being iron rods with sharpened end(s).Taiko (太鼓)Taiko – [TY-koh]太鼓 – [TY-koh]From 太 (“large”, “fat”, or “magnificent”) and 鼓 (“hand drum”). In Japan, small hand drums called Tsutsumi were invented before larger drums (like those found in the West), so those larger drums were later termed “Large Tsutsumi”, or taiko.
376FamiliarsBancho-gama (番長蝦蟇)Bancho-gama – [bahn-CHOH-gah-mah]番長蝦蟇 – [BAHN-CHOH-gah-mah]From 番長 (“leader of juvenile delinquents”) and 蝦蟇(“toad”). The familiar appears much like a delinquent.Betobeto-kun (ベトベトくん)Betobeto-kun – [beh-toh-BEH-toh-koon]ベトベトくん – [beh-TOH-BEH-toh-koon]From べとべと (“sticky”) and くん, a Japanese term of endearment for a young boy.Ko-inari (小稲荷)Ko-inari – [koh-EE-nah-ree]小稲荷 – [koh-EE-nah-ree]From 小 (“small”) and 稲荷, a fox goddess of harvest worshipped throughout Japan. 稲荷 is also a fried tofu skin used to wrap sweetened sushi rice, which foxes and kids are said to love.Kawawappa (川童)Kawawappa – [kah-wah-WAHP-pah]川童 – [kah-WAH-WAHP-pah]From 川 (“small river”) and 童 (“children”). Because the kawawappa is a smaller, juvenile version of the kappa (河童), its kanji and reading uses those connotations.Senryōka (戦漁火)Senryōka – [SEN-ryoh-kah]戦漁火 – [SEN-RYOH-kah]From 戦 (“war”), 漁る (“to scavenge” or “hunt” in this context), and 火 (“fire”). Collectively, “senryōka” means a fire that prowls around the war ground for fallen goods.ItemsDemonhunter Kimono (退魔の着物)Demonhunter Kimono - [DEE-mon HUN-ter kee-MOH-noh]退魔の着物 – Taima-no-Kimono – [TY-mah noh kee-MOH-NOH]From 退魔 (taima, meaning “eradication of evil spirits” or “repelling monsters”) and 着物 (kimono, or “thing to wear”).Godspeaker Kimono (神騙の着物)Godspeaker Kimono – [GOD-spee-ker kee-MOH-noh]神騙の着物 – Kamikatari-no-Kimono – [kah-MEE-KAH-TAH-REE no kee-MOH-NOH]From 神 (“gods”), 騙 (“to deceive” or “to purport”), and 着物 (kimono, or “thing to wear”).Tamaya (玉屋)Tamaya – [tah-MAH-yah]玉屋 – [tah-MAH-yah]From 玉 (“sphere” or “ball” in this context) and 屋 (“house” or “shop”). 玉屋 was one of the firework-maker guilds popular in Edo period, along with 鍵屋 (Kagiya, “key house or shop”). Both phrases became something to shout out as one watches a firework display.Tessen (鉄扇)Tessen – [TEH-sen]鉄扇– [TEH-sen]From 鉄 (“iron”) and 扇 (“fan”). Tessen were made as a weapon to both strike (while closed) and defend (while open). There are some types of 鉄扇 that only mimic the shape of a fan but don’t open. They are often folded and kept hidden in a kimono by the chest.Tonfa (トンファー)Tonfa – [TON-fah]トンファー – [TON-fah]トンファー (Tonfa), also known as 旋棍 (“turning rod”), refers to a weapon used in ancient Ryukyu/Okinawan martial arts.Yōjinbō (用心棒)Yōjinbō – [YAW-jeen-baw]用心棒 – [YAW-jeen-BAW]From 用心 (“caution” or “to guard”) and 棒 (“stick” in this context). The term originally meant a baton or stick that one carried to guard themselves with, which in turn came to mean a hired bodyguard, usually employed by criminal groups or antisocial forces. The word became popular in western media with the movie of the same name by Akira Kurosawa, who was influenced by Western filmmakers like John Ford and others.Yokai (妖怪)Yōkai – [YAW-ky]妖怪 – [YAW-ky]From 妖 (“bewitching”, “strange”, “mysterious”, or “uncanny”) and 怪 (“dubious”, “suspicious”, “strange”, ”secret”, or “wonder”). Yōkai is a catch-all word that describes any mysterious being that confounds the senses.Both 妖 and 怪 means “strange,” but the former has the connotation of something attractive, while the other is more threatening. Synonyms to yōkai includes 妖 (Ayakashi) and 物怪 (Mononoke) — both synonyms share a kanji character with 妖怪 (Yokai), but the former is more alluring and the latter is more terrifying. 魑魅魍魎 (Chimimōryō) can also mean something similar to yōkai, but more in the sense of phantoms and evil spirits for which the part of Yokai is commonly recognized.
377Appendices | GlossaryGofu [Hat] (護符)Gofu – [goh-HOO]護符 – [goh-HOO]護符 means a protective charm, amulet, or talisman made of paper.Hakuja-tō (白蛇刀)Hakuja-tō – [hah-KOO-jah-toh]白蛇刀 – [hah-KOO-JAH-TOH]From 白蛇 (“white serpent”) and 刀 (“katana” or “blade”).The white serpent was thought to be a divine emissary.[Iron] Kasa (傘)Kasa – [KAH-sah]傘 – [KAH-sah]傘 means “umbrella”.Jishin [Earth Render] (地辰)Jishin – [JIH-sheen]地辰 – [JIH-sheen]From 地 (“earth”) and 辰 (“dragon” as in “years of”). 辰also indicates an east-southeasterly direction.Kageboshi (影星)Kageboshi – [kah-GEH-boh-shih]影星 – [kah-GEH-boh-shih]From 影 (“shadow”) and 星 (“star”).[Needle Spitter] Karakasa (唐傘)Karakasa – [kah-RAH-kah-sah]唐傘 – [kah-RAH-kah-sah]From 唐 (“Chinese”, specifically the Tang Dynasty) and 傘 (“umbrella”). Together, the name means a “Chinese-style umbrella.”Nekomata Shamisen (猫又三味線)Nekomata Shamisen – [neh-koh-MAH-tah SHAH-mee-sen]猫又三味線 – [neh-KOH-MAH-TAH SHAH-mee-sen]猫又 is a cat yokai with two tails and literally means “cat split (two)”. 三味線 (Shamisen) is a three-stringed Japanese lute, which is said to have been made with cat’s hide.Onikiri [Demon Cutter] (鬼斬)Onikiri – [oh-NEE-KEE-ree]鬼斬 – [oh-NEE-KEE-REE]From 鬼 (oni, meaning “demon” or “ghost”) and 斬 (“to cut” or “to slice”).Shisui [Water Slasher] (司水)Shisui – [SHIH-suee]司水 – [SHIH-suee]From 司 (“control” or “to command”) and 水 (“water”).Tanuki-zake (狸酒)Tanuki-zake – [tah-NOO-kee zah-KEH]狸酒 – [tah-NOO-KEE zah-KEH]From 狸 (tanuki, or a “racoon dog”) and 酒 (sake, or “alcohol”). The tanuki was a creature known to change shape and trick people, just as the kitsune foxes have.NPCsBombuku “Teapot” Minimoto (壬丹元『茶釜』梵福)Bombuku “Teapot” Minimoto – [BOM-boo-koo TEE-pot mee-NEEmoh-toh]壬丹元『茶釜』梵福 – [mee-NEE-moh-toh cha-GAH-MAH BONboo-koo]From 壬丹元 (“Yang water pill source”), which is a reference to 御木本 (“Mikimoto”), the Japanese inventor known for pearls, and 梵福 (“Fortune of Universal Foundational Principle”), which is a play on 分福 (“Bunbuku”), a famous yokai tanuki that turned himself into a teapot.Chūji “Firestarter” Kagari (加々利『火付屋』忠次)Chūji “Firestarter” Kagari – [CHOO-jee FY-ur-star-tur KAH-gah-ree]加々利『火付屋』忠次 – [KAH-gah-ree hee-ts-KAY-YAH CHOO-jee]From 加々利 (kagari, meaning “signal fire” or “beacon rocket”) and 火付屋 (“firestarter” or “instigator”). 忠次(“Chūji”) is borrowed from 国定忠治 (“Kunisada Chūji”), a well-known Yakuza gambler and popular robin hoodtype figure.Ryoko (魎呼)Ryōko – [RYAW-koh]魎呼 – [RYAW-koh]From 魎 (“spirit”) and 呼 (“to call”). Together, her name means “Spirit Caller”.Seigyō Totsuka (十束星暁)Seigyō Totsuka – [SAY-gyaw TOH-tsoo-kah]十束星暁 – [TOH-tsoo-kah SAY-gyaw]十束 (“Totsuka”) is borrowed from 十束剣 (“Totsuka-no-Tsurugi”), a type of large divine sword that often appears in Shinto mythos. 星暁 (“Seigyo”) means “starry dawn” and sounds like a name with the feel of a Buddhist monk or Shinto priest.
378Takaomi Nishikibe (錦部隆臣)Takaomi Nishikibe – [tah-KAH-oh-mee nee-SHEE-KEE-BEH]錦部隆臣 – [nee-SHEE-KEE-BEH tah-KAH-oh-mee]From 錦 (“brocade”, a fabric with colourful weaves and threads, which is also a term for anything that is fancy and beautiful), 部 (“club” or “group”), 隆 (taka, meaning “high”, “thriving”, or “prosperous”), and 臣 (omi, meaning “retainer”). Together it is a very noble name.RacesEnkoh (猿候)Enkoh – [EN-koh]猿候 – [EN-koh]From 猿 (“monkey” or “ape”) and 候 (“noble”). 候 is closer to another kanji term for monkey (猴). The term 猿公(“Enko”) is also a derogatory term used by humans to describe monkeys, and 猿候 represents them taking it back.Fuyōren (芙蓉蓮)Fuyōren – [hoo-YOH-ren]芙蓉蓮 – [hoo-YOH-ren]From 芙蓉 (“lotus”) and 蓮 (also “lotus”). The term 芙蓉(“Fuyō”) is an older word, also meaning “big and beautiful.” 蓮 (usually read as “Hasu”) is a more modern term for lotus.Hanamori (花護)Hanamori – [hah-nah-MAW-ri]花護 – [hah-NAH-MAW-ri]From 花 (“flower”) and 護 (“to guard or protect”, or “amulet” in certain contexts).Hanataka (鼻高)Hanataka – [hah-nah-TAH-kah]鼻高 – [hah-NAH-TAH-KAH]From 鼻 (“nose”) and 高 (“high”), meaning high-nosed.This subrace is a type of tengu with a long nose and a red face. Also called Dai-Tengu (“Great Tengu”).Haniwa (埴輪)Haniwa – [hah-nee-WAH]埴輪 – [hah-NEE-WAH]From 埴 (“red clay”) for the material used to create this race, and 輪 (“cycle” or “ring”) for their appearance as hollow relics and stacked clay rings.Karasu (鴉)Karasu – [kah-RAH-soo]鴉 – [KAH-RAH-soo]From 鴉 (“crow” or “raven”). This subrace is a type of tengu with crow-like faces.Isetsu (威勢津)Isetsu – [ee-SEH-tsoo]威勢津 – [ee-SEH-tsoo]From 威 (“might” or “authority”), 勢 (“energy” or “vigor”), and 津 (“port”, and also an adjective in old Japanese meaning “of the clan”). The name is also borrowed from the God of the Ise region, Isetsu-Hiko.Kitsune (狐)Kitsune – [kee-TSOO-neh]狐 – [kee-TSOO-NEH]From 狐 (“fox”).Nishikin (錦奴)Nishikin – [NEE-shee-kin]錦奴 – Nishikiyakko – [nee-SHEE-KEE-YAHK-koh]From 錦 (“brocade”, a fabric with colourful weaves and threads, which is also a term for anything that is fancy and beautiful) and 奴 (“fellow” or “chap”). 錦鯉 (Nishiki-goi) are names given to 鯉, a type of koi fish that live in ponds and are admired for their beauty and elegance.Oniborne (鬼縁)Oniborne – [OH-nee-born]鬼縁 – Onienishi – [oh-NEE-EH-nee-shee]From 鬼 (“oni”) and 縁 (“bond” or “related”, often by blood or fate). An oni is a type of monster based on Chinese ghosts which became associated with invisible people or wardens of hell when Buddhism spread to Japan.Ryokido (鬣亀人)Ryokido – [ryoh-KEE-doh]鬣亀人 – [ryoh-KEE-doh]From 鬣 (“mane”), 亀 (“turtle”), and 人 (“people”). This turtle Humanoid race has moss-like manes or beards that make them look like a symbol of longevity in Asian myths.Ryūjin (龍人)Ryūjin – [RYEW-jeen]龍人 – [RYEW-jeen]From 龍 (“dragon”) and 人 (“people”).
379Appendices | GlossaryTatsumi (辰魅)Tatsumi – [tah-tsoo-MEE]辰魅 – [tah-tsoo-MEE]From 辰 (tatsu, meaning “dragon” in the context of the Chinese zodiac) and 魅 (mi, meaning something that is “alluring” or “bewitching”). 辰 also means “season” or a “lucky or unlucky aspect of a given day”, and also signifies celestial bodies (“sun”, “moon”, and “stars”), which is fitting for the ascending sense of this race. 魅 also means the spirits of mountains, forests, woods, and stones. Tatsumi is what Ryūjin was originally called.Tengu (天狗)Tengu – [TEN-guh]天狗 – [TEN-guh]天狗 are Japanese winged creatures from the mountains with magical powers associated with the mountain monks 山伏 (Yamabushi). From 天 (“heaven”) and 狗 (“dog” or “hound”).YokaiAshura (阿修羅)Ashura – [AH-shoo-rah]阿修羅 – [AH-shoo-rah]阿修羅 is the Japanese transliteration of the Hindi Buddhist creature, Asura. As Asura are always in conflict with Devas, 修羅 can be taken to mean “strife” or “change”.Bakezōri (化草履)Bakezōri – [bah-keh-ZAW-ree]化草履 – [bah-KEH-ZAW-ree]From 化 (“turned” or “tricky”) and 草履 (“straw sandals”).Old items or long-lived animals are said to turn into yokai that play tricks on people.Betobeto-san (ベトベトさん)Betobeto-san – [beh-toh-BEH-toh-sahn]ベトベトさん – [beh-TOH-BEH-toh-sahn]From べとべと, a Japanese word that indicates something is sticky, and さん, the Japanese honorific equivalent of “Mister” or “Miss.” Taken together, it literally means Mr. Sticky.Dorotabō (泥田坊)Dorotabō – [doh-roh-TAH-baw]泥田坊 – [doh-ROH-TAH-baw]From 泥 (“mud”), 田 (“rice paddy”), and 坊 (“kid” or “monk”).Ebi’ishi (江毘威使)Ebi’ishi – [eh-bee-EE-shi]江毘威使 – [eh-BEE-EE-shi]From 江 (“inlet”), 毘 (a symbol of the war god Bishamon), 威 (“force”), and 使 (“envoy”). This is a play on words with 検非違使 (“Kebiishi”), the Heian Era police force, combined with 海老 (Ebi, meaning “shrimp”).Hone Karakasa (骨傘)Hone Karakasa – [HOH-neh kah-rah-KAH-sah]骨傘 – [hoh-NEH KAH-rah-kah-sah]From 骨 (“bones” or “skeleton”) and 傘 (“umbrella”).Jorōgumo (女郎蜘蛛)Jorōgumo – [joh-RAW-goo-moh]女郎蜘蛛 – [joh-RAW-goo-moh]From 女郎 (jorō, meaning “lady”, usually of a lower class implied to be a lady of the night) and 蜘蛛 (kumo, meaning “spider”).Kanibōzu (蟹坊主)Kanibōzu – [kah-nee-BAW-zoo]蟹坊主 – [kah-NEE-BAW-zoo]From 蟹 (“crab”) and 坊主 (“Buddhist priest”, in a casual sense). 坊主 can also mean “boy” or “kid monk.”Kappa (河童)Kappa – [kahp-PAH]河童 – [kahp-PAH]From 河 (“big river”) and 童 (“child”). Kappa are essentially water imps, but with more adult connotations distinct from the kawawappa familiar.Kamaitachi (鎌鼬)Kamaitachi – [kah-mah-EE-tah-chee]鎌鼬 – [kah-MAH-EE-tah-chee]From 鎌 (“scythe”) and 鎌 (“weasel”).Kasha (火車)Kasha – [KAH-shah]火車 – [KAH-shah]From 火 (“fire”) and 車 (“vehicle”, or “cart” in this context).Komainu (狛犬)Komainu – [koh-MAH-ee-noo]狛犬 – [koh-MAH-ee-noo]From 狛 (a legendary horned-wolf creature) and 犬 (“dog”).The komainu is a legendary creature, 狛 is also a different kanji character with the same sound as 高麗 (“Goryeo”), the old name for Korea.
380Korori (虎狼狸)Korori – [koh-ROH-ree]虎狼狸 – [KOH-roh-ree] or [koh-ROH-ree]From 虎 (“tiger”), 狼 (“wolf”), and 狸 (“racoon dog”). This yokai dates back to the spread of cholera in Japan and was attributed to the source of the disease. “Korori” is also a descriptive word used to indicate someone dropped dead.Narigama (鳴釜)Narigama – [nah-ree-GAH-mah]鳴釜 – [nah-REE-GAH-MAH]From 鳴 (“sound”, or “to resonate” in this context) and 釜(“cooking pot”).Nue (鵺)Nue – [NOO-eh]鵺 – [NOO-eh]The 鵺 is an iconic yokai with its own kanji character.When broken down, the character consists of 夜 (“night”) and 鳥 (“bird”), which speak to how Nue was originally thought of as a strange bird that cries at night.Nuekō (鵺鵼)Nuekō – [NOO-eh-kaw]鵺鵼 – [NOO-eh-kaw]From 鵺 (“Nue”, see above) and 鵼. 鵼 (Ko) is another kanji character for the Nue, but also for a smaller bird yokai that is the origin of Nue. When broken down, the character consists of 空 (“sky”) and 鳥 (“bird”).Onryō (怨霊)Onryō – [on-RYAW]怨霊 – [ON-RYAW]From 怨 (“grudge”) and 霊 (“ghost or spirit”).Ryūme (竜馬)Ryūme – [RYEW-meh]竜馬 – [RYEW-meh]From 竜 (“dragon”) and 馬 (“horse”).Ryūtō (龍燈)Ryūtō – [RYEW-taw]龍燈 – [RYEW-taw]From 龍 (“dragon”) and 燈 (“lamp” or “light”, typically as a lantern).Taki Reiō (瀧霊王)Taki Reiō – [tah-KEE RAY-aw]瀧霊王 – [tah-KEE RAY-aw]From 瀧 (“waterfall”), 霊 (“spirit” or “ghost”), and 王 (“king”).Tsukumogami (九十九神)Tsukumogami – [tsoo-koo-moh-GAH-mee]九十九神 – [tsoo-KOO-MOH-gah-MEE]From 九十九 (“ninety-nine”) and 神 (“god”, but more accurately “spirits” in this context). Ninety-nine is a number that symbolises long years and experience, and the numerous varieties of things.Ushi-Oni (牛鬼)Ushi-Oni – [oo-shee-OH-nee]牛鬼 – [oo-SHEE-OH-NEE]From 牛 (“ox” or “cow”) and 鬼 (oni, meaning “demon” in this context).Wanyūdō (輪入道)Wanyūdō – [wah-NYEW-daw]輪入道 – [wah-NYEW-daw]From 輪 (“wheel”) and 入道 (“lay monk” or “tonsured giant”).Yuki no Ko (雪子)Yuki no Ko – [yoo-kee noh KOH]雪子 – [yoo-KEE NOH KOH]From 雪 (“snow”) and 子 (“child” or “offspring”).Yuki Onna (雪女)Yuki Onna – [yoo-KEE ON-nah]雪女 – [yoo-KEE ON-nah]From 雪 (“snow”) and 女 (“woman”).Zuwai (楚)Zuwai – [zoo-WY]楚 – [zoo-WY]From 楚 (“switch stick”). The character is also taken from 楚蟹 (Zuwaigani), which is Japanese for snow crab and is also considered to be a queen of crabs.
381Appendices | SafetySafetyCare should always be taken to ensure all players have an enjoyable experience while feeling fundamentally supported.Meeting interesting characters and encountering real-world issues can be fascinating and fun, but when the content of the game crosses a player’s boundary, it stops being fun. The following information can help you keep your table safe and fun for everyone involved.Triggers. As a group, agree on a way to handle unexpected issues as they arise, and let your players know that you are there to support them and that they can talk to you about it. Sometimes a campaign just isn’t a good fit for a player. A person may decide there are too many themes they are uncomfortable with and choose not to play this game, a decision that should be respected.Safety ToolA tabletop roleplaying game should be a fun and welcoming experience for everyone. Clearly communicating the themes to your players at the beginning of the campaign is not a spoiler; rather, it ensures that everyone goes into this campaign with a clear understanding of the story you’re about to tell together. It is important to establish and respect a clear line between what your players are comfortable with and what their characters are comfortable with.For example, if a player has traumatophobia, you could describe skeletal blade fighters as shapeshifters that summon magical weapons rather than manipulating exposed bone.Be mindful of not attacking the player behind the character, especially with hostile NPCs.Safety Tools. Safety tools help to establish clear boundaries for how you and your group want to engage with the horror themes in this book. Which particular safety tools you and your group use are up to you, but these should be discussed and agreed on in your session zero and revisited throughout the campaign.The TTRPG Safety Toolkit. The TTRPG (Table Top Role Playing Game) Safety Toolkit is a free resource co-curated by Kienna Shaw and Lauren Bryant-Monk. It is a compilation of safety tools designed by members of the tabletop roleplaying games community for use by players and GMs at the table. You can find it online at:Familiarise yourself and your players with the TTRPG Safety Toolkit’s options, and decide which tools would most benefit you as a group. To help players who may be uncomfortable, the toolkit provides “The Digital RPG Consent Checklist” in its Tools and Resources section. Players can anonymously fill out a form detailing their needs. Setting aside time throughout the campaign to check in with each other is a great way to ensure everyone is having fun and feeling supported.Session ZeroThink of session zero as the preparation session before the first session of your game. It can be a time to build characters together, establish relationships, and set expectations.Consider questions like these during your session zero:• What tone would you and your players like the game to have?• What is everyone excited about?• How do you want to handle the possibility of character deaths?• What will the group do if one or more players can’t attend a session?• Which safety tools will you use?• Which character creation options are allowed or not allowed.• The major themes of Ryoko's Guide.Themes and SubjectsThere is a possibility that not all players will enjoy some of the themes and subject matter in the campaign. In this case, adjust the theme or subject matter according to your players’ needs. Ryoko's Guide contains the following themes and subject matter, though this list is not exhaustive.• Body Horror (Dodomeki, including visuals)• Death (referenced throughout)• Dissection (Harvesting; Crafting)• Drowning (Bakuryō; Kappa; Zuwai)• Insects (Ōmukade, including visuals)• Massive terror creatures (Kaiju)• Physical Disability (Prostheses; referenced throughout)• Spiders (Jorōgumo, including visuals)• Visible Bodily Trauma (Skeletal Blade Fighter)heliana.lt/SafetyClick me!
382Component IndexThis component index shows only the components used in the crafting of the items in Ryoko's Guide. There are many more harvestable components that aren't shown here which are used to craft items in other books that also use the Heliana Crafting system. This information is organised alphabetically by creature type, and then alphabetically by component type.If a component has a superscript \"B\" (B), that indicates it is unique to a boss monster and is not found in the normal harvest tables. If an item has a superscript \"W\" (W), that indicates it can be found in the Wrath of the Kaiju adventure book. If an item is bolded, that means the item is crafted from a boss monster of a hunt. In these cases, a GM may choose to restrict the crafting of that item to components from that boss monster for narrative purposes.Loot Tavern Publishing is building a webtool to centralise all of the magic items that use the Heliana Crafting system. With this tool, you'll be able to generate a list of magic items you can craft with your current monster components. Click or scan the QR code, or type in the URL, to visit the tool.EyeMindcutter, 260Phial of bloodPsifan WTentacleHelping Hand, 253BeastBoneTideturner WPhial of mucus 1Psionic Slime WStingerScorpion’s Wartail, 264CelestialPhial of bloodGofu Hat, 250SkinGodspeaker Kimono, 250ConstructGearsEarthpiercer, 247LifesparkStaff of the Jade Guardian, 266PlatingIron Kasa, 254DragonBreath sacDraakannon, 247Wyrm’s Breath Grenade, 2701. This item is not found in normal harvest tables.heliana.lt/CraftingLibrary AberrationHornGlaive of the Green Tyrant, 249Ryūkakukan WPouch of clawsTalons of Bakuryō WPouch of scalesAscendant Dragon Armour WBombuku's Basalt Bottle WBombuku's Bronze Bottle WHakuja-tō, 251ElementalCore of airThunderous Taiko WWindweaver, 268Core of earthJishin, Earth Render, 255Galvanic Claw BKanabolt WOrb Fragments BRobes of the Raijū WVolatile mote of airBonze’s Bokken, Wind Ripper, 245Thunderarrow WVolatile mote of fireHanabi Kicker, 252Ryūtō Nunchaku, 264Volatile mote of waterShisui, Water Slasher, 265FeyBeakKappa’s Aquatic Visage, 257HairNekomata Shamisen, 261HeartCompass of Desire WCourtesan’s War Fan, 246PsycheKitsune Mask, 258FiendBoneAll-Terrain Leg, 243Armour of the Oni King, 244Kageboshi, 256Kanaboom Stick, 257Phial of bloodOnikiri, Demon Cutter, 262SkinDemonhunter Kimono, 246Needlespitter Karakasa, 260SoulWanyūdō’s Burden, 267GiantHeartMask of the Oni, 258HumanoidBoneRing of Embiggening WLiverTanuki-zake, 266SkinMask of the Tengu, 259MonstrosityAcid Gland BAcrid Sting WBoneReaper’s Kama, 263Tsukisalt WChitinTitan's Plate WPeltMistchest WPouch of clawsKaijurigama WPlantBarkSaifuku of Pacification WBundle of rootsG.R.A.P.P.L.E.R., 248Xyxlwood Bonsai, 270Poison glandBlo Staff, 245Pouch of leavesLast Breath WPouch of seedsBoombloom Bomb WSpirit Lantern BLight of Magatsuchi WUndeadBoneSpectral Heartcage WEthereal ichorKasa of the Deep WWraithclaw, 269Yukimono, 271Undying heartBakekujira's Gift WClick me!
383Appendices | IndexIndexAAdaptable. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesAdvanced Prosthesis. See Prostheses: Mundane ProsthesesAdvanced Techniques. See Advanced Weapon Masteries; See also FeatsAdvanced Weapon MasteriesAdvanced Techniques 83, 85, 90–115Martial Levels 83Superior Strikes 85–89Attached. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesAttunementEnhanced Attunement 65Optional Attunement 65BBackgrounds 209–215Bakekujira 10–13. See also Kaiju MechanicsBakuryō. See Koi DragonBarbarianPath of the Kaiju 150–151, 354BardCollege of Hanabi 152–153, 355College of Masks 154–155, 356Basic Prosthesis. See Prostheses: Mundane ProsthesesBender 156–173, 357–361Bender Spell List 164–165Disciple of Ferocity 166–167, 359Disciple of Fortification 167–169, 357Disciple of Fusion 170–171, 358Disciple of Invigoration 172–173, 360–361Elemental Affinity 159. See also FeatsBlast. See Prostheses: Prosthesis PropertiesCCannon (Prosthesis). See Prostheses: Mundane ProsthesesChakram. See Equipment: New Weapons; See also Advanced Weapon MasteriesChaos Threshold. See Kaiju Mechanics: Chaos ThresholdClaw. See Equipment: New Weapons; See also Advanced Weapon MasteriesClericShrine Warden Domain 174–175, 362Climbing Claw. See Prostheses: Mundane ProsthesesCombat Arm. See Prostheses: Mundane ProsthesesCombo Attacks 43–47Companion. See Tamer (Class)Counterweight. See Equipment: New Weapons: KusarigamaCraftingCost 57Enchanting 61–64Rarity, DC, and Time 61Manufacturing 57–60, 64DC & Time 59Metatags 52, 65QuirksEnchanting Flaws 62–63Recipes 65–71Critical Hit Threshold 83. See also Advanced Weapon Masteries: Martial LevelsDDeath Rattle 7, 10, 14, 20, 24, 28. See Kaiju Mechanics: DefeatDeath Throes 7. See Kaiju Mechanics: DefeatDruidCircle of the Yokai 176–177, 363EEnchanting. See CraftingEnkoh 118–120. See also Feats: Racial FeatsEquipmentNew Adventuring GearFire Charge 73Firecrackers 73Hookshot 73–74Ōdzutsu Shot 74Parachute 74Smokebomb 74New Weapon PropertiesAdaptable 74Attached 74Impact 74Parry 74Pugilist 74Scourge 74Thrown Versatility 74New Weapons 75–77Chakram 76Claw 76Kusarigama 76Meteor Hammer 76Nunchaku 76Ōdzutsu 76Rope Dart 77Sai 77Shuriken 77Tessen 77Tonfa 77Essence 55, 61, 64FFan Shield. See Equipment: New Weapons: TessenFeats 216–220Racial Feats 221–223FighterSkeletal Blade 178–179, 364Finishing Blow 7, 38. See Kaiju Mechanics: DefeatFirearms, Magitech 60, 152, 186Fire Charge. See Equipment: New Adventuring GearFirecrackers. See Equipment: New Adventuring GearFlourish. See Equipment: New Weapons: NunchakuFuyōhren 121–122. See also Feats: Racial FeatsGGrappling Hook (Prosthesis). See Prostheses: Mundane ProsthesesHHanamori 123–124. See also Feats: Racial FeatsHaniwa 125–126. See also Feats: Racial FeatsHarvesting 49–55Components 65Harvest TablesAberration 53Beast 53Celestial 53Construct 53Dragon 53Elemental 53Fey 53Fiend 54Giant 54Humanoid 54Monstrosity 54Ooze 54Plant 54Undead 54Hookshot. See Equipment: New Adventuring Gear; See also Prostheses: Prosthesis PropertiesHulking. See EnkohIIminada. See BakekujiraImpact. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesImproved Extra Attack 147–149Isetsu 127–128. See also Feats: Racial FeatsKKabuto 14–19. See also Kaiju MechanicsKaiju Mechanics 5–9Behaviours 5–6, 11, 15, 21, 25, 29, 36Brace (Action) 8Building Your Own Kaiju 32–41Calculating Challenge Rating 39Core Kaiju Traits 39Chaos Threshold 5Defeat 7Mounting 7Vulnerable Areas 6, 8, 11, 15, 21, 25, 29, 34–35Kitsune 129–131. See also Feats: Racial FeatsKoi Dragon 20–23Kusarigama. See Equipment: New Weapons; See also Advanced Weapon Masteries; See also FeatsLLair ActionsBakekujira 10Kabuto 14Koi Dragon 20Raijū 24Ubusuna 28Long Reload. See Equipment: New Weapons: ŌdzutsuMMagatsuchi. See UbusunaManufacturing. See CraftingMartial Levels. See Advanced Weapon MasteriesMartial Save DC. See Advanced Weapon Masteries: Martial LevelsMeteor Hammer. See Equipment: New Weapons; See also Advanced Weapon MasteriesMonkWay of the Eight Gates 180–181, 365Mounting (Kaiju). See Kaiju Mechanics: MountingNNishikin. See TatsumiNomi. See KabutoNunchaku. See Equipment: New Weapons; See also Advanced Weapon Masteries; See also Feats
384ErrataAfter putting together hundreds of thousands of words, we have inevitably made some mistakes. If we need to provide any errata in the future, you'll be able to find that document at the following URL, or by scanning the QR code below.heliana.lt/RyokoErrataSidebarsAbilities and Proficiency . . . . . . . . . . . . . . . . . . . . . . . . . 197Advanced Techniques Example . . . . . . . . . . . . . . . . . . . . . 85A Gargantuan Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Calculating AoEs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Dominated Companions . . . . . . . . . . . . . . . . . . . . . . . . . 193Drawing and Stowing Weapons . . . . . . . . . . . . . . . . . . . . 184Enchanting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Essence & Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Example Combo Attack . . . . . . . . . . . . . . . . . . . . . . . . . . 47Example: Exploiting A Vulnerable Area . . . . . . . . . . . . . . . . 8Flavouring Bender Spells . . . . . . . . . . . . . . . . . . . . . . . . . 159Fusionist Effects and Automatic Upcasting . . . . . . . . . . . 171 GM Tip: Tracking Damage . . . . . . . . . . . . . . . . . . . . . . . . . 6Gritty Realism & Gold . . . . . . . . . . . . . . . . . . . . . . . . . . 186Heliana’s Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Home Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193Inaccessible Vulnerable Areas . . . . . . . . . . . . . . . . . . . . . . . . 7Manufacturing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Optional Rule: Beyond Damage Types . . . . . . . . . . . . . . 169Optional Rule: Non-Combat Taming . . . . . . . . . . . . . . . 196Optional Rule: Total Kaiju Cover . . . . . . . . . . . . . . . . . . . . 8Powerful Companion Abilities . . . . . . . . . . . . . . . . . . . . . 199Primordial Avatar Example . . . . . . . . . . . . . . . . . . . . . . . 163Rules Reminder: Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Spells Not In These Lists . . . . . . . . . . . . . . . . . . . . . . . . . 164Understanding the Chaos Threshold . . . . . . . . . . . . . . . . . . 5Unusual Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Unwilling Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Vessels and Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196OŌdzutsu. See Equipment: New Weapons; See also Advanced Weapon MasteriesŌdzutsu Shot. See Equipment: New Adventuring GearOniborne 132–135. See also Feats: Racial FeatsPPaladinOath of the Yojimbo 182–183, 366Parachute. See Equipment: New Adventuring GearParry. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesPolearm 58, 65, 73Prostheses. See also FeatsMagical Prostheses 78Mundane Prostheses 78Advanced 79Basic 79Cannon 79Climbing Claw 79Combat Arm 79Grappling Hook 79Smokeshot 79Steelslinger 79Streamcutter 79Wartail 79Prosthesis PropertiesBlast 80Hookshot 80Integrated 81Launch 81Melee 81Mobility 81Obscure 81Pugilist. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesRRaijū 24–27. See also Kaiju MechanicsRangerRōnin 184–185, 368Rarity 65Recipes. See Crafting: RecipesRogueTamaya 186–187, 369Rope Dart. See Equipment: New Weapons; See also Advanced Weapon MasteriesRyokido 135–136Ryōkido. See also Feats: Racial FeatsRyūjin. See TatsumiSSai. See Equipment: New Weapons; See also Advanced Weapon MasteriesScourge. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesShuriken. See Equipment: New Weapons; See also Advanced Weapon MasteriesSmokebomb. See Equipment: New Adventuring GearSmokeshot. See Prostheses: Mundane ProsthesesSorcererSpirit Caller 188–190, 370–371Springtail. See EnkohSteelslinger. See Prostheses: Mundane ProsthesesStreamcutter. See Prostheses: Mundane ProsthesesSuperior Strikes. See Advanced Weapon MasteriesTTamer (Class) 191–202Companion 191, 193–196, 197Bespoke Companions 225Sensei 201Tamer Spells 197–198Training Paradigms 198, 201–202Vessel 193, 196Tatsumi 138–141. See also Feats: Racial FeatsTengu 142–145. See also Feats: Racial FeatsTessen. See Equipment: New Weapons; See also Advanced Weapon Masteries; See also FeatsThrown Versatility. See Equipment: New Weapon Properties; See also Advanced Weapon MasteriesTonfa. See Equipment: New Weapons; See also Advanced Weapon MasteriesUUbusuna 28–31VVulnerable Areas. See Kaiju Mechanics: Vulnerable AreasWWar Fan. See Equipment: New Weapons: TessenWarlockThe Shinigami 203–204, 372Wartail. See Prostheses: Mundane ProsthesesWizardShinobi 205–206, 373Click me!
385Appendices | PlaytestersPlaytestersThank you to all of our amazing players and supporters who tested and provided feedback for the beta test of Ryoko's Guide. We have tremendous gratitude to the following contributors, as well as those who chose to remain anonymous.A. SwannA. W. TammsaarAalefAaronAaron AquinoAaron CuppAaron RubinowACE caliberAdam \"Bajurr\" TaylorAdam BeerAdam BombAdam KnightAdam ReidAdel GatouiAdeniyi O.AesithAFistFullofBeesAileenAl FordAlan PorterAlan WaissAlbert RúnarssonAleksander Helgi JohannssonAlenothAlessio \"Brewing Ale\" RossettiAlexAlex ChiversAlex CibrianAlexander BenfordAlexander GentzAlexanderTheGreatAlexandre TremblayAlexCrimson28Alvin ProcrastinateAlyssa EstensonAmadeus SchwanengelAmrod SûrionAmur PantheraAndré C. BerniAndrew \"That Guy\" JohnsonAngelo VasileiouAnixyiaAnna-Maria RaveAnne HeemskerkAnwar HananoAquivorousArabuccha MoksAri WolfeArkausArkirengelArthur BeyerAsgardian_DMAshAtiqaAusten AdamsAustin G.AvaAvery ForseyAxel RizeAxl4002BananSoppaBCLegendsBen G.Ben HendersonBenidrylBenjamin HolladayBenji VidlerBertBert RitsonBertram Frank RisgaardBlaine M. KentonBonesBoom1327Bora BestelBorin ArtimisBowickBrad BuJákiBradar485BradleyBraintrickBrandon BrockBrandon GilbertBrandon JesttesBraviBreadBrendan MeyersBrett W.Brian MurphyBrockBron AccampoBrooke BischoffBruisedPomegranateBryceBryce PoehlitzBundi TrilloC.D.Caleb MooreCaleb MortonCaleb YoungCalvin G.Cameron NairnCamiel VoldersCarimCarlos Eduardo dos Santos MicchiCarlos PedroCarter BriggsCarter BrownCasen RogersCassandraCerin BerenChaosCharlesCharles GlewCharles HollomCharlie LoupCharlie M.ChefHunterzChewieBlueChrisChris \"Chrissy\" WalkerChris MatosChristian BoehlefeldChristian P.Christopher JacobsChristopher MacauleyCoen ChavarriaCole WiebeColin VandreConnConnor McGeeCoolsy McGeeCorben ReesCory T. TranCottonCovenCrazor2000Creations CauldronCreeperNinjaCrimson, The WandererCrystal MoonbeamCsaba BugaCurtisCWCypress SciasD'mitrius MarkusD20DocDaijoubuDakota BarberDal LyewskiDamien K.Dan CoveyDan HigginsDaniel AuliDaniel CrumleyDaniel MohrDante WilliamsDapper DelinquentDarcy GibbsDarkcryDarkened SkyDarren T.Dave WinterDavesterDavid DiPaolaDavid McCarlDavid PortillaDeltaDereck CaronDerek FordDerick Shane ThomasDerpyDevan \"The Ronin\" JonesDeveney PaineDiamondlensDiego Maria SaprizaDiego SaprizaDiplomatic_LotusDKConnorDocDom CastanhaDonovan AllenDonovan CoolDoug ChapmanDr. FerencDrabblesaurus RexDracorasDrew GidewallDroofaDungeon MaestroDungeon No Dragons HKDustin JamiesonDylen BertrandE. Kyle AllgoodEchωsmithEdward James Fascio-BurkeEldritch FloofEleventeenXIElijah ChurchillEllie MiddletonElliot McCartyEmanuele \"Zavel\"EmilyEmmanuel TorresEmmy GillisEmrysErlanddrowErwan REDONEsai RiveraEstuardo EstradaEthan Kohlmeyer-hymanEthan S.Ethan Ziv Kohlmeyer-HymanEvan BellockEvan GoebelEzekiel \"Sif\" BizarroFafnirFedFerosima on Twitter/XFilip PretnarFinn JacklinFinn Kelly SheehanBeta purchaserFinn RöderFinnigan ThomsonFinnimusFinnorexFirestrykeFishermanmurrayFitzbombForest T. J.FourpigbaconFrancesco VirgilioFranciscoFruldron AntunesFuchsenFurbyGabriel S.Gage McGrathGannonGeeKielleGheb & RondoGhostbotGideon FalconGiovanni GiolittiGkuoniGorutsukiGraham RossGrandGMGreat Wizard MerlanGrey VVGreyscaleGrimmkinGuilherme CarroGyozaHaden D.Hakuzo SionnachHamish WestHankHans NavarroHaosHarrison N.HarryHarry EllengerHayden J.Hayden PowellHillaryHillary StevensHolland WiensHomeless JhoeHopesendHulskerHunterHurrypootIan BouletIan Perryinfamousz9ioun studiositsibaIzznyxJ. MerchantJ. ThurnerJ.M. \"Shadow\"JackJack McNerneyJack RhyderJack WalkerJack ZenJackson BrownJackson DowlerJacobJacob ClarkJacob LuedemanJacob MarquisJaecenJahμuuuJakeJake NichollJakob SimonsenJames BarrettJames GotchallJames MSJames R. HowdenJames ThomasJamie PrekupJared EvermanJarie SuisenJayBirdJeffrey Cyril Francis LawlorJeffrey DempsterJeffrey StrickerJeffrey WeeversJellieJenei IstvánJensen HoppsJeremiahJeremiah MeyersJeremiah RobertsJeremie LeonardJeremy Chris HilbertJérémy CusacJeremy D.Jeremy HurwitzJermal HillJerrenJesus G.Jimbo JoeJivaJoão Pedro GeibJoão RussoJoaquin Renato, nothing reallyJoe AinsworthJoël BertrandJoel JorgensenJohn LipscombJohn WagnerJoJoranskyJon McCormickJonathan C. BrickleyJordanJordan PaineJordan V.Jordan W. PaladjinnJorrell FigueroaJoseph TaylorJoseph WatkinsJosh CoxJosh MesserJosh PhillipsonJosh PikeJosh StuddardJoshua SedgwickJosiah SouthernJuan M. RuizJudah GoodJulianJulian AechJulian PfleidererJulian ReidJustintimezKajika The KitsuneKappaladKashikoiKasper K. H. PedersenKatie McCarlKaykzKeith DonaldsonKen Doyle IIKenneth2210KevinKévin DufaultKévin FernandesKharn AndersenKieara WagnerKieran TestaKiir V.KilayaKinziejxKireKirerellimKit TryfonKitsuKivahKiwiKJKoda KnightKogitsunemaruKrux_of_ParadoxKyle E. RakozKyle McDonaldL. JenkinsLady ValaLancelot KenaiLark CondylesLaugeLauren BrinkleyLaurensLaurent GoemanLazarus De LisLee J CanderlegopingvinLeon HerbkinLeon StrattonLevLiam MacreeryLiannaLily DobsonLincoln LeTourneauLittleWoodLizLK HaosLoganLogan GunnLogan RyanLoken LokhartLombax99LouisLtk03Luca AngeliniLucasLucas AllenLucas DurandLucky DoglasLuigiLuigi CasadeiLukas MoserLuke BlanchardLuke Christopher LooneyLuke Le ClairLyokoBarbossaMalin SteneMalin ThompsonMalva SävemalmMango935ManuellaMarc-Olivier TurcotteMarcel RothenpielerMarcus AureliusMarimbaman6Mark SleeperMark WaddingtonMarkus FreesnowMartin MichalikMary WilcoxMatěj „Pigmento“ Š.Mateusz ŻelezikMatt LangthorneMatt MorekMattchillyMatthew MurgiaMatthew Stephen C.Matthew WilwandMatthias FinleyMatthias HarveyMatthias Lauziere VecanskiMatthias SzilagyiMatthieu GuilletMavrosMax BaderMax BohmeMax CohenMaximMaximus 34Maxwell FrattolinMcKenna WebbMelanie Wanessa DickMichael IngramMichael K.Michael O'NeilMichael SpenlauMinister of DAMitchell \"Sulyaga\" M.MoMonneMoritz KahlMournfallMraceyMrKobaNathan H.Nathan PicrayNathan SmithNathan ThackerNathan WilsonNattynoohNemo-ChanNeos_KnightNick WhitehallNico-ChanNicolas LosadaNicolò TombaNikNikodemusNoah BakkerNoah LeBaronNoah RapettiNoctusNoelle SmialkowskiNolan ChaseNoodleNotAGoblinNotinglesNoureldin KamelNoxdenNylea M.Oleg GrechkoOmri PerezOri WatsonOrionicOscar PadillaOscar sheardOuluinOvexOX907Paige TildenParvatiPatrick McCartyPatrick RooneyPatrick WeilerPatrik LoparicPaul HigsonPearlthornPenn KTPentiumFallenPepijn van BroekhovenPepperPeter BorshPeter StarheimPeter TurnerPetrikillosPhaicelPheridaPhilPhilip AtkinsonPhillip Leigh-McQuaidePlatypusPokoPortalCraftAlpacaPresidentElmoPrimal-MythosPrimusxPilusPrivate JurlisonRachel AllredRaecheloRaptorMotherRaúl VargasRavenRayblotRayne SullivanRednas174Redninja999RedRobyn0RedZekReece KingRemmy, The Wizard of OggRenRhys InglisRichard KatysarosRiley AnglinRiley MatthewsRipRobert KilgrewRobert VitaleRobotbeastRoss BeyerRoydigs22Rune ÆtherRune V.Rune VarkevisserRuneoldRussell StoufferRyan HendricksonRyan SheppardRyan V.Ryder HerringRykerSabaraOneSan-TaclausSandblast SammySatakaiSayoriaScott ‘Igor’ OlmanScott HughesScott WaltherSeanSean D. StuberSean McGuireSengoku FreakSeth HorstShackleton StewardShae MalloryShaleah SandersShawn KelleyShironiteShun Van MeenenSi C. 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